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Changelog

What's new in GameRelay, newest first. Follow it with RSS. Every SDK release's full notes are on GitHub.

Guides and honest comparisons

  • Step-by-step guides for adding multiplayer to Phaser, Three.js and Kaplay games, for building one with Claude or ChatGPT, and for putting one on itch.io.
  • Side-by-side comparisons with Playroom Kit, Photon, Colyseus and PartyKit, including when each of them is the better choice.
  • This changelog, with an RSS feed.

Read the guides →

Email notices and support@gamerelay.io

  • Usage warnings by email when an account reaches 80% and 100% of its monthly traffic, once per level per month.
  • Send them to a different address than your sign-in email: Account → Email, confirmed by a link.
  • Write to support@gamerelay.io for help. Addresses that bounce or mark our email as spam are no longer emailed, and the Account page says why.

GameRelay in ChatGPT

  • Both MCP servers work as ChatGPT connectors: the docs server (no account) and the account server, which manages your games, rooms, leaderboards and webhooks.
  • Clients that support MCP Events can react to your game: a new #1 on a leaderboard, a room opening or closing, or a webhook that keeps failing.

Connect an agent →

Host controls and a server browser (SDK alpha.4)

  • The room's host can kick and ban players, lock the room, list or unlist it, resize it and hand the host role over.
  • Room lists show full and locked rooms on request, with a name, custom data and the host for each, and relay.online() says how many players your game has online.
  • Player-to-player relays also accept TLS on port 443, for networks that block UDP.

Player to player, on by default (SDK alpha.2 and alpha.3)

  • Broadcasts also go straight between players, on the same network or through GameRelay's nearest relay, racing the server's copy. Turn it off with connect({ lan: false }).
  • About 18% fewer bytes per relayed message, and connections that recover by themselves after a network change.
  • The SDK is on JSR as well as npm, with release notes on GitHub for every version.

SDK releases →

The SDK is on npm

  • npm i @gamerelay/sdk, published with provenance from the public gamerelay/sdk repo.
  • The sync layer is complete: entities with smoothing, host entities that survive the host leaving, requests, claims, inputs, timers, slots and teams.
  • Console warnings written for the AI that reads them, each naming the section of llms.txt with the fix.

@gamerelay/sdk on npm →

The SDK owns the netcode

  • Declare what exists in your game and who owns it; the SDK sends, smooths and hands it over. No hand-written position messages.
  • relay.tick for a fixed-rate game loop that keeps running in hidden tabs, and a debug overlay with ping, smoothing and traffic.
  • Invite links: room.inviteUrl(), room.shareInvite() and relay.joinInvite().
  • Export your data or delete your account yourself, from the Account page.

Paid plans, sign-in options and a status page

  • Paid plans through Stripe, with a founding price for early accounts.
  • Sign in with Discord or Google, as well as GitHub.
  • A public status page with uptime, players and rooms online, and your own ping.

Plans →

GameRelay

  • Rooms, quick match, lobbies with tags and room lists, parties, chat, saved player data, leaderboards and signed webhooks for browser games, with no server code.